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Project Direction

#91 User is offline Andlabs 

Posted 13 May 2009 - 03:36 PM

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QUOTE (test-object @ May 13 2009, 04:32 PM)
QUOTE
Story: Sonic must beat Robotnik before he gets the 7 Chaos Emeralds.

Not agreed, we agreed on Super Sonic being playable and perhaps an extra Final Boss fight... At least I thought so.
That's not story. Super Sonic is a nice extra and an extra final boss is... an extra final boss. Those has nothing to do with stopping Robotnik.

QUOTE
QUOTE
Music: Wait for levels.

...Why?
So we don't run around making random music.

#92 User is offline Shadow Hog 

Posted 13 May 2009 - 03:39 PM

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Yeah, just use placeholder music right now. Music's typically the LAST thing to get finished...

#93 User is offline test-object 

Posted 13 May 2009 - 03:40 PM

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QUOTE
That\'s not story. Super Sonic is a nice extra and an extra final boss is... an extra final boss. Those has nothing to do with stopping Robotnik.

Oh, wait, misread it. My fault.

QUOTE
So we don\'t run around making random music.

Well, we start music on level 1, but I don\'t see why we should wait with let\'s say, Casino music once it\'s done. If we reach level 2, that level will be the main focus.
This post has been edited by test-object: 13 May 2009 - 03:42 PM

#94 User is online jman2050 

Posted 13 May 2009 - 03:52 PM

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QUOTE (Shadow Hog @ May 13 2009, 04:29 PM)
Now, who knows how to use E02? We need an arbitrary test stage, preferably one that can work toward a normal stage.


Does no one even listen to me anymore?

You know what, screw it, I'll just make a video of me tinkering around with Chimpo's work months ago before this all blew up.

#95 User is offline Sailu Baru 

Posted 13 May 2009 - 04:00 PM

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QUOTE (Ritz @ May 13 2009, 10:19 PM)
Here's an idea: Of all the people in this thread discussing the palette, how many of you actually plan on doing artwork for the game? This harks back to my original suggestion, which very wisely went ignored: Gather the talent you need to get shit done before you start making decisions for those people. Find an artist who's guaranteed to stick with the project until it collapses under its own weight again, and let them decide how many colors they want to use.

Or, hey, to make things even simpler, try this! Find an artist and tell them to make a Sonic level. That's all it should take. If the palette is really of any concern- which it shouldn't be, unless you really do intend to turn this into some sort of hack (Read: Retarded)- then you'll find that scaling back a palette is an exceptionally simple task with pixel art. Color replacement tools are a dime a dozen, you know. On the contrary, if an artist needs to be told up front how many colors to use before they can set to work, they probably weren't much of an artist to begin with, and they won't get you very far.

The palette isn't important right now. The Sonic sprite is particularly inconsequential; in fact, it's probably the single least important element of the entire project, and I'd question the capability of anyone vouching for a leadership position when they can't comprehend this one simple truth. There's a wealth of exceptional placeholder material at your fingertips, not to mention the sprite sheet Chimpo had already completed 1/3 of, which was fantastic and isn't about to be topped by anyone here anytime soon. Find a programmer and a level artist. Create a single act with one original and completely functional enemy. You can bitch about either later on, but these are the most elementary components of a Sonic game, and if you can't accomplish this simple task within a month's time, you'll have concrete, irrefutable proof that this project is a complete pipe dream which shouldn't ever be attempted again.


I'm totally agree.
We talk again and again, everybody shows his opinion, but what are we able to do exactly?

We must fix our skills before fixing the objectives rather than the opposite.
So, each of us must tell what he can do.
We don't need only one leader. We'd rather need one music leader, one concept art leader, one progammer leader ... And one (or two) "big boss" to coordinate and to fix the priorities, ok.
And we need some guys working under their decisions:
level designer(s), badniks designer(s), music composer(s), music programmer(s) ...

I think that just telling what you want to do is insufficient. Tell what you CAN do and then we must etablish a complet list of the staff.
Then, each of us will know his own task, concentrating on it and letting the others to do their jobs.

Personnaly, I can compose some music partitions in a sonic tone (in a guitar pro format) and give its to a music programmer.
This post has been edited by Sailu Baru: 13 May 2009 - 04:03 PM

#96 User is online jman2050 

Posted 13 May 2009 - 04:19 PM

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http://www.youtube.com/watch?v=17As6o_RaJg&fmt=22

No one has seen this yet, including Chimpo. Note that it is basically Stealth's PSR Proof-of-Concept that he posted ages ago that most everyone ignored for some reason with some of my additions. The title card is a (poorly drawn) custom object of my doing and, as can be seen, Chimpo's running sprites have been input into the scripts, with some changes in the animation routines to compensate for the difference in frames. There's a small bug I haven't fixed yet, but it's minor.

We can do placeholders for whatever we like and I could put it into the engine easy. Since the game mechanics are already done for us, it would be a relatively simple matter provided I and anyone else working on this had material to work with. And I don't have to worry about the hassle of conforming to the Genesis's limitations.

This is my case for E02, and I'd certainly be willing to do more work on it.

#97 User is offline Ritz 

Posted 13 May 2009 - 04:33 PM

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Great. Now just show us that you can do something more sophisticated along the lines of an original badnik or level gimmick, and P:SR will be halfway towards meeting my bare bones stipulations. All that's really needed now is an artist, as whoever did the artwork shown there is almost certainly no longer lending a hand.

And then it'll only be a matter of finding more programmers and artists. Have fun with that!

#98 User is offline Matwek 

Posted 13 May 2009 - 04:41 PM

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QUOTE (Ritz @ May 13 2009, 10:33 PM)
All that's really needed now is an artist, as whoever did the artwork shown there is almost certainly no longer lending a hand.

You can keep the tree as I did that, although the one you have in the video is the old shitty version, plus it was designed for an entirely different level theme.
I'm pretty sure the original artists of everything else have requested their stuff not to be used.

#99 User is online jman2050 

Posted 13 May 2009 - 04:46 PM

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QUOTE (Ritz @ May 13 2009, 05:33 PM)
Great. Now just show us that you can do something more sophisticated along the lines of an original badnik or level gimmick, and P:SR will be halfway towards meeting my bare bones stipulations. All that's really needed now is an artist, as whoever did the artwork shown there is almost certainly no longer lending a hand.

And then it'll only be a matter of finding more programmers and artists. Have fun with that!


If you need an actual demonstration I can do that, but I was hoping my work on my other endeavors would speak for itself. Changing the system I work on isn't going to change my programming ability :P

#100 User is offline Namagem 

Posted 13 May 2009 - 05:45 PM

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I agree with everything Andlabs said. That's a reasonable ground I'm willing to stand on.

#101 User is offline The Shad 

Posted 13 May 2009 - 06:12 PM

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QUOTE (Namagem @ May 13 2009, 05:45 PM)
I agree with everything Andlabs said. That's a reasonable ground I'm willing to stand on.

Andlands said nearly everything I've already said and it took an admin threatening to nuke this before you people actually wanted to try and get this bitch going?

Good god, we are fucked.

#102 User is offline RevFirst 

Posted 13 May 2009 - 06:28 PM

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QUOTE (The Shad @ May 14 2009, 12:12 AM)
Andlands said nearly everything I've already said and it took an admin threatening to nuke this before you people actually wanted to try and get this bitch going?

Good god, we are fucked.


Just proof that deadlines are almost always a good thing.

Anyways, I've been lurking the hell out of this topic (and the later parts of Chimpo's version of this project) and now that I see some sign of progress, I'm happy.

As for an artist, I'd like to contribute but I'm sure there are better here (I'd rather be some help on the side). Judge my underdeveloped junk for yourselves: 1, 2, 3

#103 User is offline Banoon 

Posted 13 May 2009 - 07:30 PM

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I have an idea.

Why not finish Sonic 2 HD, and then build this project around that...?

#104 User is offline The Shad 

Posted 13 May 2009 - 07:32 PM

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QUOTE (Banoon @ May 13 2009, 07:30 PM)
I have an idea.

Why not finish Sonic 2 HD, and then build this project around that...?

Are you serious? You want us to base this around a game that got haulted because of a PAUSE MENU?

Sorry, no.

#105 User is offline Dr. Mecha 

Posted 13 May 2009 - 09:39 PM

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As far as Leaders goes, why don't we have one of the Mods/Admins create a poll so that we can VOTE FOR ONE ALREADY? All I see is secessions and nominations, and noone had already picked a leader. As for nominations, I nominate Treaker on account of experience with overall game design (as proven with Megamix).

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